C64-Gamevideoarchive 267 - Frankie Goes To Hollywood
Run time 22:23 minutesProducer The C64-GamevideoarchiveAudio/Visual sound, color
Complete walkthrough from the C64 game "Frankie Goes To Hollywood"
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WELCOME TO THE PLEASUREGAME
You begin this extraordinary experience devoid of personality, an amorphous shape in the land of the mundane. Behind the facade of flying ducks and kitchen sinks however lies a giant web of drama and intrigue spun within the pleasuredome. Scruntinise! Investigate! Probe! Objects you take for granted may be your passport to success; clues can be discovered everywhere. In this game of games you will need the skills of Arcarde King, Adventurer, Super Sleuth, Mastermind and more. Frankie say Relax. Use the Power of Zap to build the equation (4 icons at bottom right corner are (left to right) Pleasure, War, Love,and Faith) to its peak when, if you respond brilliantly, you may enter the heart of the Pleasure Dome.
Frankie have sent you over 60 tasks in your journey from Mundanseville through the Pleasure Dome. Tasks ranging from the trivial, to heroic feats of skill and intelligence.
Whenever you complete these challenges abar-chart will show your increase in thev arious elements of your personality and Pleasure points will be awarded.
Your goal is to become a complete personand to achieve this you must reach the top on the Bar Charts (when the word BANG will light up above the personalityfactors) and achieve a score of 87,000 Pleasure Points. This combination awardsyou the minimum requirement (99% a complete person) to search for the Special Door - the Door to the Ultimate Experience - the heart of the Pleasure Dome.
You begin your adventure devoid of personality in an environment of suburban boredom, but don't be put off by ennui, all may not be as it appears!
There are different streets and different houses, take nothing for granted. Touch everything, explore, probe, experiment - your curiosity will be rewarded. Pick up objects - some of these will help you now, others you willneed to survive and succeed in the Pleasure Dome.
Remember you can only carry 8 objects ata time so you need to be selective aboutthe items you take with you, once abandoned they may not be used again.
As you explore the aspects of everyday life, keep your wits about you as sooneror later you will stumble opon the...
You will come across a body, who is the killer ? Solve the mystery by a process of elimination:-
Find all 23 clues which appear in windows, return to the scene of the crime, when a window will appear naming all the possible suspects. Use the CURSOR FINGER to point to the killer.
TAKE A TIP:
A system of noting the clues may help your investigation.
In the quest to form your personality you must use what has been gleened from everyday life to complete all the 'Arcade Elements'. These elements are linked within the Dome by a conduit, the...
CORRIDORS OF POWER
This Labyrinth enables you to move at will within the Dome and connects with Mundanesville (though other routes may also be discovered).
It can be mapped by observing the colour of manhole covers located along its path. Fireballs emerge from the manholes, Zap them and you will create additional exits.
The entrances will appear as the game is played. Learn to use the Corridors well ,they will help you succeed in elements that follow and within them (when your personality is completed) will be revealed the door to the very centre of the Pleasure Dome... The Ultimate Screen.
THE PLEASURE DOME
Inside the Pleasure Dome are a variety of games and puzzles which must all be completed to gain sufficient points to form your personality.
Through experience and inspiration you WILL succeed.
There are principal entrances into this world of the mind (one from each street), however others can be found butonly used once, so be prepared.
These entrances and the ones which will become evident in the Corridors of Powergive access to the...
THE TERMINAL ROOM
You must use information to complete this task - pay close attention to your inventory and the objects on the screen.
TIP: If your inventory is incomplete the lift may aid your escape.
SEA OF HOLES
Go in and out of time and space to reach the floor beneath you.
HINT: There's more here than meets the eye.
One game must be completed for each symbol (guide the symbol into the spark).
HINT: What you are carrying could halve your pain or double your pleasure!
RAID OVER MERSEYSIDE
Stop the bombers destroying Merseyside and its shipping. You have a time limit to survive or destroy the enemy (multiple hits on the planes).
THE ZTT (ZANG TUMB TUUM) ROOM
Break down the wall to enter the control section and then solve the puzzle. Use the Power of Zap to fire but be careful to dodge the bullets. (Remember you must complete the puzzle to win.)
HINT: You may bring protection from the rooms of the Mundane, quite appropriate to cover this task.
TIP: Locate the key which switches pieces on and not off.
Follow screen instructions and grasp the Halos, the could be of use elsewhere.
Catch falling flowers.
This dialogue between World Leaders can get nasty. A counter tells you how many (political) lives you have left. Choose your politics by moving left or right and remember to protect yourself.
Take pot shots at famous personalities (100% score to complete). If it turns into a Duck Shoot you may get an extra shot or loose your chance to win.
HINT: Reload to fire (allow the sights to fall to the bottom of the screen).
Shoot the symbols in this task to gain Pleasure Points (one game for each symbol).
HINT: Saintly qualities may be of use.
Throughout your journey different objects and elements will emerge, the cat for instance has other roles than todrink milk. As you become more familiar with the Pleasure Dome and its interface with the Ordinary World, you will begin to learn the layout of the Game and be able to move quickly from one element to the next using the Corridors of Power or other methods you will discover.
REMEMBER, to develop your personality completely you must finish all the tasks, for only then will the opportunity arise, to re-enter the maze and search for that door, behind which lies the secret of self discovery...
Go for it!
Game design by Ocean/Denton Designs.
Music by Fred Gray.
Produced by D.C.Ward.
Copyright 1985 Ocean Software Limited.
documents typed by JACK ALIEN